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Bunnahabhain

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  1. Like
    Bunnahabhain got a reaction from FlyingToaster in Anyone seen the new orbats?   
    We vetoed the idea of creating a small device with a 9 volt battery and a capacitor that electrocuted the Covernant player each time they rolled a 1 for inventive scientists.... some nonsense about lawyers and it technically prohibiting a ban on the export of devices used for torture.
     
     
    Seriously, deliberately trolling people with false information wouldn't be good, and we absolutely definitely will not do it at all. :ph34r:
     
     
    James
  2. Like
    Bunnahabhain got a reaction from rufus in Anyone seen the new orbats?   
    These forums normally have a positive and constructive tone, without personal attacks. It would be good if everyone remembered that. Thank you.
     
    If people have concerns about balance, then I will repeat myself.  Loose complaints that XXX is useless or YYY is overpowered are no use.  Please play games using the units, write them up well with photos if possible,  and give us more data to work with. There are dozens of factions and hundreds of units in this game, so balancing stuff doesn't happen overnight. It is in progress, but we can always use more data.
     
    James
  3. Like
    Bunnahabhain got a reaction from Ater in Anyone seen the new orbats?   
    These forums normally have a positive and constructive tone, without personal attacks. It would be good if everyone remembered that. Thank you.
     
    If people have concerns about balance, then I will repeat myself.  Loose complaints that XXX is useless or YYY is overpowered are no use.  Please play games using the units, write them up well with photos if possible,  and give us more data to work with. There are dozens of factions and hundreds of units in this game, so balancing stuff doesn't happen overnight. It is in progress, but we can always use more data.
     
    James
  4. Like
    Bunnahabhain got a reaction from Hubcap in Anyone seen the new orbats?   
    These forums normally have a positive and constructive tone, without personal attacks. It would be good if everyone remembered that. Thank you.
     
    If people have concerns about balance, then I will repeat myself.  Loose complaints that XXX is useless or YYY is overpowered are no use.  Please play games using the units, write them up well with photos if possible,  and give us more data to work with. There are dozens of factions and hundreds of units in this game, so balancing stuff doesn't happen overnight. It is in progress, but we can always use more data.
     
    James
  5. Like
    Bunnahabhain got a reaction from draco84oz in Anyone seen the new orbats?   
    These forums normally have a positive and constructive tone, without personal attacks. It would be good if everyone remembered that. Thank you.
     
    If people have concerns about balance, then I will repeat myself.  Loose complaints that XXX is useless or YYY is overpowered are no use.  Please play games using the units, write them up well with photos if possible,  and give us more data to work with. There are dozens of factions and hundreds of units in this game, so balancing stuff doesn't happen overnight. It is in progress, but we can always use more data.
     
    James
  6. Like
    Bunnahabhain got a reaction from Nazduruk_Bugzappa in How do you use the KoB effectively? A beginner's thoughts.   
    3+, 4+, 5+ etc are commonly used as a shorthand for the number required to hit.  For example, 4+  means 4,5, or 6 to hit. All modifiers, both positive and negative stack, so it is possible to get a 2+ to hit, or all the way up to a 9+, and yes there are rules to cover needing a 7 or more to hit!
    --------------------------------------------
     
    The British have lots of turrets on many things. Linking too many of them is a waste of firepower, and you would be better off firing  several smaller groups of AD. This is particularly true when you have the Piercing Ammo type, which only requires a DR to work. Critical hit effects can easily cripple a model i.e. it is harder to close in for a boarding action if you have a nav lock and you are not pointing towards your target! The British with better engineers on their capital models do have an adavantage here- the number of crippling results I have fixed on 3's with my British is frankly ridiculous- one game it seems I roll nothing but 3's, the next I won't see one...
     
    For an example of firing seperately, the Monach Battleship with 2 normal turrets and 2 piecing ones could  fire in the following ways- say targetting typical cruisers at RB2.
    1x piercing turret, 1 x piercing turret, and link the other two turrets, and I'd expect two piercing damage, and a likley critical hit.
     
    Against a typical battleship at that range, I'd fire a Heavy turret with a normal one linking in for 11 AD, twice, and I'd expect two piercing damage results- two Crit effects and 2 points of damage. If you linked all 4 for 18 AD, you would expect a single critical hit- 2 points of damage and 1 critical hit effect.
     
    James
  7. Like
    Bunnahabhain reacted to Stiff upper lip in How do you use the KoB effectively? A beginner's thoughts.   
    I agree with what James and Anthony have said above. 
    I play mostly against the Prussian Empire, but the following goes for most other opponents as well:
     
    Do not rush in. Slugging it out in RB1 makes you loose most games, it is not the strength of KoB. Take as long to close the distance, stay in RB3 and 2, or even RB4,  as long as you can. Sometimes I am presented with an opportunity to make a full RB2 attack, for example with my destroyers, but then I have to move that squadron further forward. The times I have done it I have regretted it. The squadron moved to far forward, is completely on it's own and my opponent can now get to within RB1 of them and destroy/ board them at his leisure. So, do not fall for the temptation.
     
    Also because of the multiple turrets and broadside torpedoes and thus the necessity to form your squadrins in a line at some point, always keep an eye out for your position. Do not put  yourself in a position where you can make a full attack with multiple weaponssystems of a squadron only to be hopefully out of position the next turn or blocking your other squadron's line of sight. Again, do not fall for the temptation. 
     
    My main goal in turn one is to take out at least one corvette per squadron, preferably 2. Early on, already in turn two they form a big boarding thread. If that means turning four turrets of a Ruler battleship, or all the torpedoes of a squadron of destryers, on a corvette, I do it. Go for the targets you a more than decent chance to damage or destroy.
    Beginning turn two, besides hopefully finishing off the corvettes, I switch to the other boarding threads: the fast cruisers and the frigattes and his heavy hitter mediums.
     
    The Hood, and now the Halifax as well, they are not brawlers. Do not use them as such, they are too vulnerable for that, even with the shields. I use them on the flanks, often supported by a squadron of smalls and then they mostly perform well.
     
    Early on in the game fore torpedoes are the easiest to use. I mostly start with them. If I can also use the P/S torpedoes, great, if not: formation is more important.
    In the latter stages of the game, when fleets have closed in, I start with the targets for my main turrets and try to find a position in which I can either use the fore or the P/S torpedoes, but again, not at the cost of messing up my position. 
     
    For KoB  it hink it is important not to place your squadrons to close together. You are going to need room to maneuver with them. So spread them out a bit. If you have guardian generators, use them to protect your smalls, even 1 shield die might make a difference.
     
    Just my thoughts. I hope you can use it. Good luck!
  8. Like
    Bunnahabhain got a reaction from FSAHoops in Heavy Destroyer   
    Correct, although firing at a model on low speed manoeuvres gets a +1 to hit, so this is a risky idea if your opponent has any fliers with reasonable firepower- they are a perfect sitting target.
     
    You can try having them behind mediums and larges that are moving forward, so they get to hide, without the added vulnerability of sitting still, and they are likely to be closer to their targets so get more AD
  9. Like
    Bunnahabhain got a reaction from Hubcap in Been a while, have a question.   
    Welcome back,
     
    Good thing they are far from useless then!
     
    Escorts have changed slightly from 1.1. There is a lively debate in  the general forum over the worth of escorts, but many observe that the escorts with weapons, like the Watcher, see plenty of use.
     
    In general, if you do have a 1.1 list, with all the points changes and rules changes, as wella s new models available, I would suggest re-writing it from the ground up.
     
    James, DW designer
  10. Like
    Bunnahabhain got a reaction from Stiff upper lip in Lord Hood in V2.0, do you still use it?   
    Last time I checked, Hoods have gunnery turrets, and not torps... Leaving that aside.
     
    Piercing:The whole idea of Piercing is that it makes lower numbers of dice much more dangerous.  When you land a normal crit on a target, the crit result itself is often more important than the lost HPs.
    With Piercing weapons, I very rarely  aim for the CR, unless I absolutely have to destroy the target and have nothing else available. Instead, I will fire as many  lower AD attacks as possible, and see how much disruption I can cause. Especially against the EotBS, where normal crits are hard work.
     
    Piercing on three turrets woulld give the Hood two main attack modes.
    1) As pointed out above, find a unit of mediums and give them one turret each. All the most common crits- (Hard pounding; Half AD, Half move will happen 50% of the time with piercing) really disrupt  enemy squadrons. For example, Half move- Cutting 4-5" off a cruisers move can easily make the difference between them hitting optimum range band or boarding range, or being stuck  in a harmless position.
     
    2) Link as necessary, and do the same to a Dreadnaught etc.  Again, many crit results will cause huge problems here- i.e a navlock before the dreadnaught turns off? That is half  of those guns left point in a useless direction, what a shame.
     
    EDIT: Personally, I do not think the Hood needs changing. It is a cheap medium squadron, with a decent amount of firepower. Like every other Battle cruiser, it  has an unbalanced design. A fast, over-Gunned, under-Armoured prime target, that draws a disproportionate amount of firepower as a result. This is both to differentiate them from battleships and cruisers in game, and because real battle cruisers had all these traits
     
     
    I like using them in any of the strategic forces- It has the speed to make use of flanking or reserve deployments, and you can risk advance, see if you get the terrain you need to give it places to hide, and if not, keep it back within 8" with the rest of your force.
     
    James
  11. Like
    Bunnahabhain got a reaction from Geddon in How do you use the KoB effectively? A beginner's thoughts.   
    Hello and welcome to the game!
     
    The  Kingdom of Brittania are not the easiest faction to use
     
    1) Torpedoes seem to be lackluster - maybe I am using them wrongly. Fixed Channel is so restrictive, especially the P/S ones. I look in envy at the other secondary weapons of my opponents (heat rays, tesla, rockets - all these seem to pack more punch while being much lenient in targeting). Case in point, my Tribal cruisers with P/S and Fore Torps, how do I deploy them for maximum effect? In a line to maximize Fore Torps and Turrets but forgoing the P/S ones?
     
     
    For models with multiple fixed channel torpedoes, don't expect to get more than one fixed channel off at once. For instance, if you compare a Dieppe cruiser ( Gunnery turret and Torpedo turret) to a Tribal  ( Gunnery Turret and 3 sets of fixed channel torpedoes)  you can see for comparable firepower, you only need line up one set of torps.  With Tribals or others with the three fixed channels, over the course of a game, I commonly start with Turrets and fore torps, and in later activations, I have swung round and am using the turrets and either Port or Starboard torps .
     
     
    For both rockets and torpedos, if you target a dreadnaught with escorts, or a full squad of cruisers, the AA or CC will cripple the attack. Pick targets you can hurt to start with, and as models and squadrons take damage, the range of what you can hurt just keeps expanding. Fixed channels, especially narrow ones also have some advatages with regard to line of sight.
     
    2) Resiliency - I think there is a "brawler" theme when it comes to the Britannic navy, with Redoubtable (P) weapons and Shield Generators everywhere, Stoic/Defensive crew - the theme that I can get is that we will absorb the punches and dish it right back at you. Yet somehow in my games, my ships appear to be even less resilient than say, equivalent Cloud Gen / Retardant Armored French battleships, or fully Redoubtable Russian juggernauts / Chinese skimming skyforts, or even Rugged Construction (X) ships. The drop in Broadsides and AA really can be felt. 
     
    The KoB, with torpedoes and Redoubatble main guns presents much more of a threat when damaged than most others. The braordsides are a minor weapons system for most models, don't expect too much!
     
    I find that the key to making the most of this brawler identity is:
     
    Present you opponent with a few imminant threats that cannot be ignored- (advanced deployed submarines are very useful here)Their job is to  buy time for the rest of your force. Except to lose them, but they should punch well above thier weight when they are alive.
     
    Damage the biggest threats, so you can deal with them at your leisure. For instance, try wasting your RB4 firepower on corvette squadrons.  You don't need to kill the whole squadron, kill 2 or 3 and the squadron is now no longer a danger to you large stuff. Or try for a crititical hit on a cruiser ( or just a piercing hit to get the roll on the crit table) A 1/2 move, 1/2 AD or hard pounding all significantly reduce the threat of the squadron, and between them are almost 50% of crits rolled.
    Don't waste shots on scratching the paint of a shielded CR 11 target or such like!
     
     
     
    3) Deployment - Most KoB ships have multiple turrets and function best (I think), when they "cross the T". Does this affect how you guys deploy? I really need some tips here as I find P/S torp waves to be ineffective because even a raft is obstructing the Dreadnought behind it. I tried several deployment formations and the closest that I can get to a victory is an inverted "V" formation that will present broadsides at the center to maximize firepower. 
     
    No one deployment works all the time. It depends too much on your force, terrain, table size, opposing forces and various other factors. This simply comes down to experience,  and being able to see where you expecte stuff to be a turn or two ahead. Remember with a 270 degree arc on the turrets,  to fire both fore and aft turrets  in a given direction, it only has to be pointing 45 degrees off that direction.
     
     
    4) Range Band effectiveness - As far as I can analyse, it appears that the KoB fleet uses torpedoes at RB4, then the priority changes to Turrets at RB 2 and 3, and..somehow we cannot fire Torps in RB1, but somehow Torp Turrets are not limited by this. Is there a background reason why Brit ships cannot fire Torps at RB1, while other nations can? This has been a deciding factor in several games when half damaged KoB ships present a very low threat factor in RB1 due to (a) Torps unable to fire despite having full AD, (b ) Broadsides and AA are not Redoubtable and (c ) Primary Turrets although Redoubtable, suffer from -1 to hit in RB1. Is the KoB supposed to be vulnerable to boarding and close range assaults? 
     
     
    The largest weapons of most forces are Primary weapons that suffer that same -1 at RB1. The Broadsides of most larger KoB vessels are not thier main weapons (unlike say,  many Chinese or Ottoman models) so don't expect them to do more than plink away points of damage, or pick on smalls of oppotunity.
     
    The KoB torps have had the unusual  no RB1 pattern since the very first edition of the game a few years ago. It is part of thier character!
     
    Thanks a lot guys, and I do hope to learn from your experience. Keep calm and hail Britannia!
     
     
    Jame, DW designer,
  12. Like
    Bunnahabhain got a reaction from Nazduruk_Bugzappa in Been a while, have a question.   
    Welcome back,
     
    Good thing they are far from useless then!
     
    Escorts have changed slightly from 1.1. There is a lively debate in  the general forum over the worth of escorts, but many observe that the escorts with weapons, like the Watcher, see plenty of use.
     
    In general, if you do have a 1.1 list, with all the points changes and rules changes, as wella s new models available, I would suggest re-writing it from the ground up.
     
    James, DW designer
  13. Like
    Bunnahabhain got a reaction from rufus in Boarding a model that has CAP.......   
    Yes, you can AA the CAP (and take their AA back at the same time) before trying to board the parent model.
     
    If your fliers are healthy, and can risk a crit, then it is probably worth going for it, as you are after a big prize. If they can't take a crit, then don't as the flier can be shot down and you lose all their AP before they can act!
  14. Like
    Bunnahabhain got a reaction from rufus in [Advice needed] RC vs FSA   
    Boarders almost always go for something larger than themselves.
     
    A typical example of a corvette boarding action would be.
     
    Turn 1. Advance to behind cover of island or convenient battleship. Stay out of sight as much as possible.
     
    Turn 2. If enemy have advanced at all (most will have) give intended target some fire to soften it up. You are just aiming to reduce it's AA, and hopefully kill some AP on it. If it has escorts, sink those!
     
    Once target is within range, charge for it at top speed.
     
    When multiple models board one target,  it has to divide it's AA between the various groups of oncoming boarders- excess hits on one group do NOT carry over to another. This is a big help for corvettes
     
    When AP get on board, again the defenders have to be divided up to face the various groups of attackers- (one group are defending the bridge, another the magazine, another the engines, etc) Again, defenders excess hits do NOT carry over, but attackers ones DO- if they take the engine room, they can carry onto another part of the target! Again, this is a big advantage to the attackers.
     
    The Russian Corvettes have 15 AP across the squadron from memory. If you can get all 5 ships into boarding range, you will take almost anything.
     
    Typicial example.
     
     5 corvettes with 3 AP each attack a typical battleship- AA6, 8 AP
     
     Facing 5 groups of 3 boarders, the AA is split up, 2,1,1,1,1. This scores 4,0,1,0,0 hits respectively. ( about average)
    However, the 4 hits was targeting a group of only 3 boarders, so it can only kill 3.
     
    This leaves 0,3,2,3,3 in each assault group.
     
    Most corvettes have reckless crew. They hit on a 3+, but the defenders get a +1 to hit. If we say the defenders are regular crew, they will now be hitting on a 3+ as well.
    The defender divides up their 8 AP as follows. (0),2,2,2,2. On a 3+, they roll, 2,3,2, and 1 hits respectively ( above average), but excess hits do not carry over, so there is one boarder left alive.
     
    The 11 attackers who made it on board get to roll all their dice together. They mange an average 10 hits, wiping out the defenders.
     
    The corvettes have therefore managed a successful boarding action, and taken control of the vessel. They can choose to leave it as a derelict drifting across the sea, or keep it as a prize!
     
      -----------------------------------------
     
    Of course, you can use large ships to board smaller stuff, but it is not as effective,and often leaves those large ships vulnerable to being boarded themselves. The number of times I have given into temptation and used a battleships AP to polish off a crippled cruiser or such like, and somehow the one defender takes down five of the boarding crew.... :blink: 
  15. Like
    Bunnahabhain got a reaction from Hubcap in Yurei Terror Ship   
    Jay -D- If you look though this thread, you will see lots of suggestion on how to deal with them.
     
    They are a nasty surprise if you run into them without knowing about them, but once you do, they are not overpowered, and can be dealt with without a tailored list.
     
     
    James
  16. Like
    Bunnahabhain got a reaction from rufus in Declaring Attacks   
    Well, the gunners on the Archimedes are not going to wait to see what the rockets have done before deciding to fire- they're both going to fire as ordered. Of course, if that minor damage sunk the target, there is no way to tell if the generators were knocked offline for the 30 seconds before it went down
     
    On the target the damage may for instance have interrupted the ammo lift to the AA guns. They have enough in the ready use lockers to try and repel the current attack, but after that, they're going to have to use runners to feed ammo up from the magazines, and that isn't as quick as the lift system.
     
     
    The trouble is trying to model several simultaneous actions is very messy- imagine trying to apply a magazine explosion and teleport simultaneously- it is far easier to apply damage in a set order. After all the only time it can actually matter is you happen to lose a Magazine explosion or Teleport crit because the target suffered  overkill.
  17. Like
    Bunnahabhain reacted to rufus in Looking to start expanding   
    @St. Malo: That is interesting. I had never noticed the rules on P.54 being contradictory to the illustration on P.53. I guess I played this one wrong then (we usually used the P.53 version but measuered distances from the centre).
     
    I measured some thing on my St. Malo and the Maths just don't allow linking (the distance from the center of the turret mounting to the front tip of the ship is shorter than the distance between the two turret mountings). I took a picture of my St. Malo to illustrate this which shows a gap of around 2-3mm -> no linking. Now depending on how you mount your model this could go down somewhat, but having a desginers word on this is likely worth more... I guess I'll have to propose changing those turrets to FF channel weapons to end the discussion .
     

  18. Like
    Bunnahabhain got a reaction from Hubcap in Looking to start expanding   
    It is not possible to link both turrets and the Broadside of the St Malo.  Anyone who says otherwise has missed or misunderstood the fact the Turrets have offset arcs.
     
    We designed it so it could not link both turrets and the broadside. If you want to do that, go to the Magenta class!
     
    The above diagram shows the reasoning very well- as a Broardside extends outwards at 45 degrees to the centre line, and an offset 180 arc extends outwards at 45 degrees to the centre line, by definition they are parallel.
     
    As they start with a gap between them, and are parallel, that same gap will exist as far as the weapons can fire, and the arcs will never overlap, so cannot link.
    Even if a target straddles both arcs, if the target has end and centre point in one arc ( in the open), the most of it that can be in the other arc is one end, so that second arc would be blocked, and unable to contribute any AD to the attack.
     
    James, DW designer
  19. Like
    Bunnahabhain got a reaction from McKinstry in Regarding agreements on Force Type.   
    Yes,  "possible, but not recommended" is the best way to describe playing different core types against each other- unless this is what you are expecting, as you point out in a  Beachhead scenario or such like.
     
     The Small and medium skimmer units are  fine. The problem here is that the heaviest Naval units are  tougher than the land based equivalents, so if a player loads up on skimming( etc) battleships and dreadnoughts, they outclass the land based equivalents. They are more expensive, so that force will likely be down on activations, unless they include a Vauban, Hisar, Zhamando etc for lots of SAWs.....
     
    I would recommend that if you are  facing a different core type, you apply the following guidelines:
    1) Play against someone you know, and isn't a win at all costs type
    2) Have a scenario in place to explain the odd match up, possibly with custom force restrictions
    3)If it feels wrong, adjust the scenario
     
    james
  20. Like
    Bunnahabhain got a reaction from irob41 in KoB vs CoA, 1500 points naval.   
    Turn 4
     
    The KoB go first 3:2, and the illustrious  services two wings of 3 dive bombers, bombs and shoots the mobile airfield for 2 damage. In the centre, medium tanks clash, and the Mk2s take 2 damage.
     
    The Foxhounds  carry on pouring fire into the mobile airfield, and cause the final three damage needed to finish it.
     
    At this point, the EotBS player conceeds,  as they are rapidly running out of effective units, and the KoB only need to mop up 100 points for victory. 1295:705
     
    Conclusions and observations.
     
    That felt much closer than the score suggests until the end of turn three.
     
    The EotBS had aweful luck with their nodes, and the attacks on so many units getting a DR when they should have got a CR if the dice had behaved.
     
    There were lots of crippling crits on both sides, but with so many piercing KoB weapons, and their good engineers, the EotBS suffered much more from this.
     
    The Hawks dominated that flank, with effective firepower,and mines controlling movement. Their boarding action pushed the sky fortress up into obscured to run away from boarding as well, reducing its firepower when most needed.
     
    Never underestimate MK2s!
     
    EotBS rockets should never be targeted at the same thing as the guns- with normally generous arcs, there is no reason not to pick a target at their most effective range, which is not the same as the guns. The Cromwells were demolished by these cross board shots.
     
    When to descend from obscured is a difficult question, but when it ceases to be much protection is a good answer- spotting the Rajin for the bombard units worked well.
     
    I need to take neater notes on these games!
     
    Terrain for Armoured games is just more fun, as you can often interact with it more-  climb it for better LoS,  stack one type on top of another  and it has in game effects. I really need to find those rive and bridge bits I have, as there are some scenarios I am working on (not at all inspired by a  bridge too far....) I may want to try soon.
  21. Like
    Bunnahabhain got a reaction from Hunger in Regarding agreements on Force Type.   
    Yes,  "possible, but not recommended" is the best way to describe playing different core types against each other- unless this is what you are expecting, as you point out in a  Beachhead scenario or such like.
     
     The Small and medium skimmer units are  fine. The problem here is that the heaviest Naval units are  tougher than the land based equivalents, so if a player loads up on skimming( etc) battleships and dreadnoughts, they outclass the land based equivalents. They are more expensive, so that force will likely be down on activations, unless they include a Vauban, Hisar, Zhamando etc for lots of SAWs.....
     
    I would recommend that if you are  facing a different core type, you apply the following guidelines:
    1) Play against someone you know, and isn't a win at all costs type
    2) Have a scenario in place to explain the odd match up, possibly with custom force restrictions
    3)If it feels wrong, adjust the scenario
     
    james
  22. Like
    Bunnahabhain got a reaction from Kapitan Montag in Regarding agreements on Force Type.   
    Yes,  "possible, but not recommended" is the best way to describe playing different core types against each other- unless this is what you are expecting, as you point out in a  Beachhead scenario or such like.
     
     The Small and medium skimmer units are  fine. The problem here is that the heaviest Naval units are  tougher than the land based equivalents, so if a player loads up on skimming( etc) battleships and dreadnoughts, they outclass the land based equivalents. They are more expensive, so that force will likely be down on activations, unless they include a Vauban, Hisar, Zhamando etc for lots of SAWs.....
     
    I would recommend that if you are  facing a different core type, you apply the following guidelines:
    1) Play against someone you know, and isn't a win at all costs type
    2) Have a scenario in place to explain the odd match up, possibly with custom force restrictions
    3)If it feels wrong, adjust the scenario
     
    james
  23. Like
    Bunnahabhain got a reaction from Nazduruk_Bugzappa in Regarding agreements on Force Type.   
    Yes,  "possible, but not recommended" is the best way to describe playing different core types against each other- unless this is what you are expecting, as you point out in a  Beachhead scenario or such like.
     
     The Small and medium skimmer units are  fine. The problem here is that the heaviest Naval units are  tougher than the land based equivalents, so if a player loads up on skimming( etc) battleships and dreadnoughts, they outclass the land based equivalents. They are more expensive, so that force will likely be down on activations, unless they include a Vauban, Hisar, Zhamando etc for lots of SAWs.....
     
    I would recommend that if you are  facing a different core type, you apply the following guidelines:
    1) Play against someone you know, and isn't a win at all costs type
    2) Have a scenario in place to explain the odd match up, possibly with custom force restrictions
    3)If it feels wrong, adjust the scenario
     
    james
  24. Like
    Bunnahabhain reacted to rufus in Yurei Terror Ship   
    Trouble with the Yurei is: The ship is designed for the operation shadow hunter campaign and thus with a specific scenario in mind, where the opposing navy hunts down that ghost ship and has access to disruption. I don't think the model is "broken" in normal games, many EoBS players go without one as they think it is a risky choice or it does not put enough pressure on the enemy. A 1000 point fleet with two Yureis likely is: outnumbered, outactivated, outgunned at range and somewhat off balance as there is not enough space for two larges/another medium (preferably cruiser squadron) and two smalls. Thus such a fleet may well be highly vulnerable to at least 2 field orders. For your game I think some specific conditions made it unenyojable to you which is a pity:
     
    1) 1000 points, 2 Yureis means a considerable chunk of points sits in those two models.
    2) RoF do not have access to distruption generators/nodes
    3) You had/chose the kill both Yureis fleet order which under the given conditions surely was a steep uphill game.
    4) Without being there I think it is safe to say: The resulting defeat was based on you not knowing one single rule (phase generator) which is not fun.
     
    Assuming you'd have chosen any other field orders the game would likely work out perfectly fine (balancing wise), while Nr. 1+2 of course can still lead to some "frustrating" situations. Of  course one cannot completely ignore models worth 300 points, but one can make those Yureis way less effective and believe me the rest of the fleet will go down pretty fast if you focus fire on that part instead of the Yureis.
     
    So to sum it up: While I can understand the feeling that you have about that specific game I think you should try to see the positives: You learned a (hard) lesson, you now know more about the game and that situation will likely never arise again (if you ever face two terror ships in 1000 points again and draw the al lmedium field orders, just switch to 70%). Don't let that single game drag you down!
     
    R
     
    PS: B. ninjaed me by a mile. But I really had to build two wooden pirate swords for the kids in between .
  25. Like
    Bunnahabhain got a reaction from rufus in Yurei Terror Ship   
    Jay -D- If you look though this thread, you will see lots of suggestion on how to deal with them.
     
    They are a nasty surprise if you run into them without knowing about them, but once you do, they are not overpowered, and can be dealt with without a tailored list.
     
     
    James
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